Online-Roleplaying.community

Go Back   Online-Roleplaying.community > -J-'s Games > The City > Dramatis Personae

Reply
Thread Tools
  #1  
Unread 24th of February, 2011, 08:30
Reinstadler's Avatar
Reinstadler
Bodak

User is offline
 
Join Date: Dec 2004
Member: #1062
Posts: 827 (0.16 per day)
Ingram Specter

Ingram Specter

Pulling the hoodie away from the mop of black hair Ingram surveys the tunnel to prepare his maneuver. His two meter frame will need constriction to get through so easiest to have shield in front until past the chokepoint and weapon trailing for pursuit or fallback . Closing his dark eyes the ovoid crystals at his temples flash a pale moonlight answered unseen by the crystals on the back of his wrists covered with their flesh colored metallic bands drawing in the neuronic pulse and starting a hum lowly enough to raise the hair on his arms. As the pulse amplifies and adjusts his magnetic field a shimmering shield of entangled molecules unfolds around his practiced fist like long planned origami and a pinpoint star blossoms from the other's lanky middle finger. Crouching down his boots brace widely and the GCN Specter First Class designation Ingram takes a deep breath into his crouch. Where once he would have headr the personal reassurances of his pnet comes only a less than whisper stuttering so with careful focus he heads into the hole.


Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 1/2d6; [3]
18 DEX 16 13-
15 CON 5 12-
13 BODY 3
13 INT 3 12- PER Roll 12-
15 EGO 5 12-
13 PRE 3 12- PRE Attack: 2 1/2d6

7/14 PD 5 Total: 7/14 PD (0/7 rPD)
6/13 ED 4 Total: 6/13 ED (0/7 rED)
4 SPD 20 Phases: 3, 6, 9, 12
8 REC 4
40 END 4
35 STUN 8 Total Characteristic Cost: 114

Base OCV: 5
Base DCV: 6

Movement:
Running: 12m / 24m
Swimming: 4m / 8m
Leaping: 4m / 8m


Cost Powers END
Martial Arts: Commando Training
Maneuver OCV DCV Notes
4 1) Martial Block OCV: +2 DCV:+2 Block, Abort
3 2) Martial Throw OCV: +0 DCV: +1 4 1/2d6 +v/10, Target Falls
4 3) Martial Disarm OCV: -1 DCV: +1 Disarm; 33 STR to Disarm
4 4) Killing Strike OCV: -2 DCV: +0 HKA 2d6
4 5) Fast Strike OCV: +2 DCV: +0 6 1/2d6 Strike
4 6) Choke Hold OCV: -2 DCV +0 Grab One Limb; 3d6 NND
2 7) Weapon Element: Blades, Clubs
8 8) +2 HTH Damage Classes

20 Psionic Array: Multipower, 30-point reserve, (30 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; -1/4), Perceivable (-1/4)
1f 1) Photonic Bending: Invisibility to Sight and Radio Groups (25 Active Points); Chameleon (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Perceivable (-1/4) [END: 2]
2v 2) TK Field: Resistant Protection (7 PD/7 ED) (Impermeable) (21 Active Points); Costs Endurance (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Perceivable (-1/4) [END:2]
3v 3) Psychometabolic control: Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Perceivable (-1/4) [END: 0]
2f 4) Psychometabolic Repair: Healing BODY 2d6, Expanded Effect (Body & Stun) (+1/2) (30 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Perceivable (-1/4) [END: 3]
1f 5) Synaptic Overload: Aid Speed 5d6 (standard effect: 15 points) (30 Active Points); Increased Endurance Cost (x3 END; -1), Restrainable (Only by means other than Grabs and Entangles; -1/4), Perceivable (-1/4) [END: 9]


40 Psigauntlet: Multipower, 52-point reserve, (52 Active Points); all slots OIF (-1/2) Note: (x2 number of items)
3f 1) Blast 6d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+1/2) (52 Active Points); OIF (-1/2) [END: 2]
3f 2) Killing Attack - Ranged 1 1/2d6, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (44 Active Points); OIF (-1/2) [END: 1]
3f 3) Killing Attack - Ranged 2d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/4) (52 Active Points); OIF (-1/2) [END: 2]
3f 4) Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points); OIF (-1/2) [END: 2]
2f 5) Shield: (Total: 50 Active Cost, 23 Real Cost) +4 with DCV (20 Active Points); Costs Endurance (-1/2), Facing (3 hex sides) (-1/2), OIF (-1/2) (Real Cost: 8) plus Deflection, Reduced Endurance (0 END; +1/2) (30 Active Points); No Range (-1/2), OIF (-1/2) (Real Cost: 15) [END: 2]

Psionic Abilities
6 Intercission: Mental Defense (15 points total) (10 Active Points); Only Works Against Telepathic attacks Uncommon attack (-3/4) 0
5 Mental Conditioning: +5 Mental Defense (15 points total) 0
9 Telekinesis (5 STR), Fine Manipulation (19 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) [END: 2]
4 Danger Sense (self only, in combat, Function as a Sense, Intuitional) (12 Active Points); No Conscious Control (-2) 12-


Talents
Off-Hand Defense


Skills
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Concealment 12-
3 Demolitions 12-
3 Electronics 12-
3 High Society 12-
3 KS: The City 12-
2 CuK: The City 11-
2 Language: the Tongue (fluent conversation)
3 Lockpicking 13-
3 Mechanics 12-
4 Navigation (Air, Land, Marine) 12-
3 Paramedics 12-
10 Rapid Attack
3 Riding 13-
3 Science Skill: Psytronics 12-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 12-
14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 13-
3 Systems Operation 12-
3 Tactics 12-
3 Teamwork 13-
3 Tracking 12-
6 TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Combat Aircraft
10 Two-Weapon Fighting
4 Weaponsmith (Energy Weapons, Firearms, Psytronic) 12-
14 WF: Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Energy Weapons, Small Arms
6 +2 with psigauntlet


Total Powers & Skill Cost: 287
Total Cost: 400


400+ Disadvantages
20 Psychological Complication: Patriot (Very Common; Strong)
15 Psychological Complication: Articles of War (Common; Strong)
10 Hunted: House Tverin Infrequently (Mo Pow; NCI; Watching)
15 Distinctive Features: Intercission (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Mental Sense Group)
5 Rivalry: Professional (Brother Tam; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Psychological Complication: Post Intercission Stress Disorder (Common; Moderate)
0 Experience Points


Total Disadvantage Points: 400

Last edited by Reinstadler; 27th of February, 2011 at 06:00. Reason: better explain oif and gcn tech
Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +10. The time now is 23:50.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Graphics by Koert van Kleef (T0N!C) and Lyle Warren